René Bauer

René Bauer
Zürcher Hochschule der Künste | ZHdK · Dep

About

20
Publications
1,978
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139
Citations

Publications

Publications (20)
Chapter
Full-text available
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and in...
Chapter
Full-text available
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and in...
Chapter
Full-text available
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and in...
Conference Paper
Full-text available
Sustainable water resources management is a challenge worldwide. The aquifer system of the North China Plain is a severe example. Population growth, intensification of agriculture, and modified water availability due to climate change have led to over-abstraction of groundwater, with consequences such as soil subsidence, increase of pumping costs a...
Article
Full-text available
Background Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, ex...
Preprint
BACKGROUND Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, ex...
Chapter
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, wher...
Chapter
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, wher...
Article
Serious games and gamification are nowadays pervasive. They are used to communicate about science and sometimes to involve citizens in science (e.g. citizen science). Concurrently, environmental decision analysis is challenged by the high cognitive load of the decision-making process and the possible biases threatening the rationality assumptions....
Article
Full-text available
This paper presents a new approach to benchmarking brain-computer interfaces (BCIs) outside the lab. A computer game was created that mimics a real-world application of assistive BCIs, with the main outcome metric being the time needed to complete the game. This approach was used at the Cybathlon 2016, a competition for people with disabilities who...
Conference Paper
In this paper we address the challenges in designing game-based training software for use in a neurocognitive context. The project “Hotel Plastisse” is a cooperative software development, designed by researchers of the Specialization in Game Design at the Zurich University of the Arts (ZHdK) and of the International Normal Aging and Plasticity Imag...
Conference Paper
“RehabConnex” is a middleware product, developed specifically to facilitate communication between hardware devices and multimodal game applications used in movement therapy and physical exercise. “RehabConnex“ is the core key development of the “IMIC”-project (Innovative Movement Therapy in Childhood), created by an interdisciplinary team of univer...
Conference Paper
Virtual rehabilitation games have the potential to increase children's motivation during robot-assisted locomotion therapy. Based on this approach, two target-group specific rehabilitation games were developed. " Gabarello v.1.0 " and " Gabarello v.2.0 " are controlled by the patient's motion in Hocoma's gait-driven orthosis Lokomat®, which provide...
Conference Paper
IMIC " (Innovative Movement Therapy in Childhood) is a translational research and development project that is specialized in creating a motivating locomotion rehabilitation setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. " IMIC " was founded in 2010 by an interdisciplinary cooperation of m...
Article
»IMIC« (Innovative Movement Therapies in Childhood) ist ein translationales Forschungs- und Entwicklungsprojekt, das sich in einem interdisziplinären Kontext darauf spezialisiert hat, Bewegungstherapien für Kinder mit neurologisch bedingten motorischen und kognitiven Beeinträchtigungen motivierender und somit effektiver zu gestalten. Der Fokus des...
Conference Paper
Full-text available
With regard to applied game design, the collaboration between game designers, engineers, neuropsychologists and medical doctors has shown that it is important to create interfaces in which the learning process is made enjoyable. Achieving this depends on understanding the limitations of the patients, the hard- and software to hand, and the complexi...

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Projects

Project (1)
Archived project
The interdisciplinary R&D project aims to extend existing pediatric robot-assisted movement therapy with patient- and therapist-centered therapeutic exergame designs to increase young patient’s therapy motivation and support therapists in the execution of frequent therapy sessions. Developed Exergames and Middleware: - «Gabarello v.1.0», a single task therapeutic game optimized for the gait-driven orthosis Lokomat® in pediatric rehabilitation - «Gabarello v.2.0», a dual-task therapeutic game optimized for the gait-driven orthosis Lokomat® and PITS sensor-glove in pediatric rehabilitation - «Magic Castle», a therapeutic game optimized for Lokomat® and motion tracking - «Tornalino», a therapeutic game optimized for ChARMin, a robot for pediatric arm rehabilitation - Middleware «RehabConnex», a technology, which flexibly connects rehabilitation games with rehabilitation devices Partner: University Children's Hospital Zurich, ETHZ Sensory-Motor Systems Lab, ETHZ/UZH Institute for Neuroinformatics